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Key Features:

Ability to roam around 2 levels.

Ability to play as Matt Smith.

Daleks!

Sonic Screwdrivers that can open doors (Daleks have sonic probes too, which adds an interesting mechanic)

Doctor Who fans unite! I am creating a Doctor Who game sort of like Mario, only it will be a lot better! And it, including the music, is in 8 bit (Currently only "Im The Doctor" and the "Doctor Who Theme", Heres more about it. The idea is you have your character, at the moment it is only Matt Smith, and you can roam levels freely and without lag thanks to my own custom built version of lwjgl. Currently it features a Level Creator, The Doctor, 1 Enemy (Working and Talking Daleks with Full AI true to the show!), and a lot more I am probably forgetting. Screenshots are at bottom.

Ihh. I dont like the hassle of ids, It seems overwhelming, escpeccially when you get into custom values for the blocks.

Also, here is a .zip containing the .jar file. If you want to see the console and all of the geeky stuff and your on windows, your in luck, I have included a cmd and there is only natives for windows in the game atm, so if you are on mac or linux, just tell me and I will get a version the works there too.

Each enemy can have a different hurt amounts, and hit the doctor whenever he is too close.

But wait! There's more!

When you are hit, the doctor needs to be knocked back, and have a grace period for 3 seconds in which the doctor cannot be hurt, giving time for the doctor to fight or flight. This should be indicated this by either a red tint* on the doctor, or flashing his sprite for as long as he is in the grace period.* Optional, but a fun little thing to add: have a whole bunch of different sprites of ALL the doctors, and cycle through them each time you get hit. If you have a story though, don't do this.

And here is the red tint, its not visible but now daleks do some melee too. The green bar at the top now is the sonic screwdrivers power and the red is health. Just think- This morning Enemies (daleks) were blocks that couldn't move:

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.

Daleks now "blow up" on death- A lot of things had to be implemented to make it work without use of another entity, but it works . Now I have to make particle effects *hurray*. Oh and so you guys understand how hard this is. I am using my own engine, but its still just a few classes on top of lwjgl. I'm not taking the easy way out

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.

Would require lighting, and some simple 2D raycasting. (or raytracing if you want mirrors or something that changes the line-of-sight)

The problem is of course it turns it from a simple platformer into a more horror-like one, due to the restricted view.However, if you want to go down that path, it will give the game a much better atmosphere, at the cost of more difficult navigation.

The simplest solution is, when rendering, draw a line from the tile to the player, and if there are any opaque tiles in the way, don't draw that block.After that you could try adding different effects to the algorithm, like having the view fade off to black, instead of just being instant.

Once you've done that, you can just apply the same algorithm to the weeping angels, allowing them to move only when there are tiles in the way.

Another solution is to do it like in Droid Assault. The whole world is rendered normally, but entities are only drawn if they are in the line of sight. Google Droid Assault or find it on this site to see what I mean.The downside, however, is that it may get weird seeing enemies fade in and out of view as you/they move around.

Obviously, weeping angels will be one of the more difficult enemies to implement, so leaving them out is perfectly fine.

Another solution is to do it like in Droid Assault. The whole world is rendered normally, but entities are only drawn if they are in the line of sight. Google Droid Assault or find it on this site to see what I mean.

That is probably more likely than rewriting my entire engine. I bet it could happen if I perfect the particle system or perhaps just have them very transparent when not being looked at

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.

I am extremely happy with what I was able to accomplish with lightmaps, now the game has WAYY better ambient and seems more spooky, but the doctors fights are never easy. Thats as far as I am going with lighting though. Also, I am starting the work on cybermen, its a bit shabby atm though.

If I made you laugh, helped you at all, or did something cool, I only ask that you smash that appreciate button with your nose.

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